SkinnedGrass - Performant interactive foliage

It shouldn’t have too much of an impact in small areas. Grass not in the streaming area is still included in octree calculations, if separate areas of grass use different SkinnedGrass objects and Step() isn’t called on that area’s object when out of range then it shouldn’t really cause performance issues… really comes down to how you set it up

1 Like

Hello, I thought your module was really incredible, would this work for the grass on the terrain?

1 Like

Is there a way of it only calculated in the area of the streaming range , plus perhaps a slight buffer ?

1 Like

Amazing project! This is the first time I’ve seen a performance-viable custom grass module. Out of curiosity, have you tried seeing how an EditableMesh equivalent fares? I’d imagine it wouldn’t be as performant at the moment, given the lack of a bulk-movement API for triangles.

2 Likes

I was planning on trying that out next, probably going to do some performance benchmarks in the next couple days

1 Like

not with how the octrees are set up, only running the simulation on select grass objects is probably your best bet

1 Like

how would I make it so all grass terrain is covered with this grass?

1 Like

you have to manually place the grass, I also wouldnt recommend all grass terrain being covered for performance reasons, it’s better suited for small areas

1 Like

Love this module, it is so dope man. Thank you!

3 Likes

extremely cool, i will definetly use this in my games

1 Like